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31 Commits over 30 Days - 0.04cph!
Slight clutter rock density reduction
Driftwood spawn patch size tweaks
Slight bush density reduction
Some monument loading time optimizations
Fixed radtown_small_3 monument topology excluding some underground structures (RUST-838)
Fixed that some airfield walls were floating slightly above terrain
Bushes and clutter rocks stay away from forest splat (to make mushrooms there easier to spot)
Wild pumpkin and corn spawns are their own separate entities (don't have to be watered, spawn fully grown)
Mushrooms only spawn in forests (on ground where no grass is growing) so finding them is easier
Converted collectable spawn populations to the more balancing-friendly population scaling mode
Water level test does a quick check for river water depth
Fixed micro cliffs sometimes spawning on roads
Tweaked biome distribution and transitions
Post process terrain slopes near water to reduce wave clipping
Powerline prefab distribution tweaks (prefer intact structures over the more broken down ones)
Hacked wire plugin to work with different connection offsets on every object
More distance between prefab mountains
Disabled mountain splat transfer (slows down terrain generation too much for now)
Editor texture channel copy tool for mountain masks
Mountain splat transfer implementation
Mountain topology textures
Terrain basemap includes terrain painting layer